<?xml version="1.0" encoding="utf-8"?>
<Patch>
	<!-- ==========  Ranged  =========== -->
	<!-- ==========  Throwing knife  =========== -->
	<Operation Class="PatchOperationRemove">
		<xpath>Defs/ThingDef[defName="ReviaThrowingKnife"]/costStuffCount</xpath>
	</Operation>

	<Operation Class="PatchOperationRemove">
		<xpath>Defs/ThingDef[defName="ReviaThrowingKnife"]/stuffCategories</xpath>
	</Operation>

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaThrowingKnifeThrown"]/projectile</xpath>
		<value>
			<projectile Class="CombatExtended.ProjectilePropertiesCE">
				<damageDef>RangedStab</damageDef>
				<damageAmountBase>14</damageAmountBase>
				<flyOverhead>false</flyOverhead>
				<speed>16</speed>
				<armorPenetrationBlunt>0.12</armorPenetrationBlunt>
				<armorPenetrationSharp>0.18</armorPenetrationSharp>
				<preExplosionSpawnChance>0.80</preExplosionSpawnChance>
				<preExplosionSpawnThingDef>ReviaThrowingKnife</preExplosionSpawnThingDef>
			</projectile>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaThrowingKnife"]</xpath>
		<value>
			<thingClass>CombatExtended.AmmoThing</thingClass>
			<stackLimit>75</stackLimit>
			<resourceReadoutPriority>First</resourceReadoutPriority>
		</value>
	</Operation>

	<Operation Class="PatchOperationAttributeSet">
		<xpath>Defs/ThingDef[defName="ReviaThrowingKnife"]</xpath>
		<attribute>Class</attribute>
		<value>CombatExtended.AmmoDef</value>
	</Operation>

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>ReviaThrowingKnife</defName>
		<statBases>
			<SightsEfficiency>1.0</SightsEfficiency>
			<Bulk>0.35</Bulk>
			<Mass>0.15</Mass>
			<RangedWeapon_Cooldown>1.5</RangedWeapon_Cooldown>
		</statBases>
		<costList>
			<Steel>10</Steel>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCEOneUse</verbClass>
			<hasStandardCommand>True</hasStandardCommand>
			<defaultProjectile>ReviaThrowingKnifeThrown</defaultProjectile>
			<warmupTime>0.5</warmupTime>
			<range>16</range>
			<soundCast>Interact_BeatFire</soundCast>
			<ai_IsBuildingDestroyer>false</ai_IsBuildingDestroyer>
		</Properties>
		<weaponTags>
			<li>ReviaRangedBasic</li>
		</weaponTags>
	</Operation>

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaThrowingKnife"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>point</label>
					<capacities>
						<li>Stab</li>
					</capacities>
					<power>4</power>
					<cooldownTime>1.28</cooldownTime>
					<chanceFactor>1.12</chanceFactor>
					<armorPenetrationBlunt>0.14</armorPenetrationBlunt>
					<armorPenetrationSharp>0.15</armorPenetrationSharp>
					<linkedBodyPartsGroup>Head</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>blade</label>
					<capacities>
						<li>Cut</li>
					</capacities>
					<power>6</power>
					<cooldownTime>1.12</cooldownTime>
					<chanceFactor>1.88</chanceFactor>
					<armorPenetrationBlunt>0.12</armorPenetrationBlunt>
					<armorPenetrationSharp>0.24</armorPenetrationSharp>
					<linkedBodyPartsGroup>Blade</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<!-- ==========  Repeating crossbow  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaRepeatingCrossbow"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>7</power>
					<cooldownTime>1.6</cooldownTime>
					<armorPenetrationBlunt>0.65</armorPenetrationBlunt>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>ReviaRepeatingCrossbow</defName>
		<statBases>
			<SightsEfficiency>1.0</SightsEfficiency>
			<Bulk>4.0</Bulk>
			<Mass>2.55</Mass>
			<RangedWeapon_Cooldown>1.5</RangedWeapon_Cooldown>
		</statBases>
		<costList>
			<Steel>10</Steel>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>True</hasStandardCommand>
			<defaultProjectile>Projectile_CrossbowBolt_Steel</defaultProjectile>
			<warmupTime>1</warmupTime>
			<range>22</range>
			<burstShotCount>6</burstShotCount>
			<soundCast>Bow_Small</soundCast>
			<ai_IsBuildingDestroyer>false</ai_IsBuildingDestroyer>
		</Properties>
		<weaponTags>
			<li>ReviaRangedAdvanced</li>
		</weaponTags>
		<AmmoUser>
			<magazineSize>6</magazineSize>
			<reloadTime>6.6</reloadTime>
			<ammoSet>AmmoSet_CrossbowBolt</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aimedBurstShotCount>3</aimedBurstShotCount>
		</FireModes>
	</Operation>
	<!-- ==========  Shard cannon  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaFlechetteCannon"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>7</power>
					<cooldownTime>1.6</cooldownTime>
					<armorPenetrationBlunt>0.24</armorPenetrationBlunt>
				</li>
				<li Class="CombatExtended.ToolCE">
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>12</power>
					<cooldownTime>1.9</cooldownTime>
					<armorPenetrationBlunt>0.85</armorPenetrationBlunt>
					<armorPenetrationSharp>0.74</armorPenetrationSharp>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
		<defName>ReviaFlechetteCannon</defName>
		<statBases>
			<SightsEfficiency>1.0</SightsEfficiency>
			<Bulk>10.0</Bulk>
			<Mass>8.0</Mass>
			<ShotSpread>0.18</ShotSpread>
			<SwayFactor>1.45</SwayFactor>
			<RangedWeapon_Cooldown>1.15</RangedWeapon_Cooldown>
		</statBases>
		<costList>
			<Steel>10</Steel>
		</costList>
		<Properties>
			<verbClass>CombatExtended.Verb_ShootCE</verbClass>
			<hasStandardCommand>True</hasStandardCommand>
			<defaultProjectile>Bullet_12Gauge_Buck</defaultProjectile>
			<warmupTime>0.6</warmupTime>
			<range>21</range>
			<recoilAmount>2.35</recoilAmount>
			<burstShotCount>3</burstShotCount>
			<soundCast>Shot_Shotgun</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<ai_IsBuildingDestroyer>false</ai_IsBuildingDestroyer>
		</Properties>
		<weaponTags>
			<li>ReviaRangedAdvanced</li>
		</weaponTags>
		<AmmoUser>
			<magazineSize>8</magazineSize>
			<reloadTime>4.8</reloadTime>
			<ammoSet>AmmoSet_12Gauge</ammoSet>
		</AmmoUser>
		<FireModes>
			<aiUseBurstMode>FALSE</aiUseBurstMode>
			<aiAimMode>Snapshot</aiAimMode>
			<aimedBurstShotCount>2</aimedBurstShotCount>
		</FireModes>
	</Operation>
	<!-- ==========  Melee  =========== -->
	<!-- ==========  Eviscerator  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaSerratedDagger"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>1</power>
					<cooldownTime>1.38</cooldownTime>
					<armorPenetrationBlunt>0.36</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>point</label>
					<capacities>
						<li>Stab</li>
					</capacities>
					<power>11</power>
					<cooldownTime>1.38</cooldownTime>
					<chanceFactor>1.165</chanceFactor>
					<armorPenetrationBlunt>0.36</armorPenetrationBlunt>
					<armorPenetrationSharp>0.6</armorPenetrationSharp>
					<linkedBodyPartsGroup>Point</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>10</power>
					<cooldownTime>1.3</cooldownTime>
					<chanceFactor>1.243</chanceFactor>
					<armorPenetrationBlunt>0.518</armorPenetrationBlunt>
					<armorPenetrationSharp>0.47</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaSerratedDagger"]/statBases</xpath>
		<value>
			<Bulk>1.5</Bulk>
			<MeleeCounterParryBonus>0.36</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaSerratedDagger"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.43</MeleeCritChance>
				<MeleeParryChance>0.14</MeleeParryChance>
				<MeleeDodgeChance>0.11</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
	<!-- ==========  Crimson Blossom  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedDagger"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>1</power>
					<cooldownTime>1.07</cooldownTime>
					<armorPenetrationBlunt>0.98</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>point</label>
					<capacities>
						<li>Stab</li>
					</capacities>
					<power>10</power>
					<cooldownTime>1.07</cooldownTime>
					<chanceFactor>1.165</chanceFactor>
					<armorPenetrationBlunt>0.98</armorPenetrationBlunt>
					<armorPenetrationSharp>1.64</armorPenetrationSharp>
					<linkedBodyPartsGroup>Point</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>11</power>
					<cooldownTime>1.03</cooldownTime>
					<chanceFactor>1.243</chanceFactor>
					<armorPenetrationBlunt>1.28</armorPenetrationBlunt>
					<armorPenetrationSharp>1.14</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedDagger"]/statBases</xpath>
		<value>
			<Bulk>1.5</Bulk>
			<MeleeCounterParryBonus>0.4</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedDagger"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.5</MeleeCritChance>
				<MeleeParryChance>0.19</MeleeParryChance>
				<MeleeDodgeChance>0.14</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
	<!-- ==========  Scourge  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaSerratedSword"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>2</power>
					<cooldownTime>1.66</cooldownTime>
					<armorPenetrationBlunt>0.75</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>point</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>27</power>
					<cooldownTime>1.66</cooldownTime>
					<chanceFactor>1.062</chanceFactor>
					<armorPenetrationBlunt>0.75</armorPenetrationBlunt>
					<armorPenetrationSharp>0.84</armorPenetrationSharp>
					<linkedBodyPartsGroup>Point</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>20</power>
					<cooldownTime>1.7</cooldownTime>
					<chanceFactor>1.322</chanceFactor>
					<armorPenetrationBlunt>1.688</armorPenetrationBlunt>
					<armorPenetrationSharp>0.75</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaSerratedSword"]/statBases</xpath>
		<value>
			<Bulk>3.5</Bulk>
			<MeleeCounterParryBonus>0.4</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaSerratedSword"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.31</MeleeCritChance>
				<MeleeParryChance>0.4</MeleeParryChance>
				<MeleeDodgeChance>0.27</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
	<!-- ==========  Red Inquisitor  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedSword"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>2</power>
					<cooldownTime>1.38</cooldownTime>
					<armorPenetrationBlunt>1.08</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>point</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>20</power>
					<cooldownTime>1.44</cooldownTime>
					<chanceFactor>1.062</chanceFactor>
					<armorPenetrationBlunt>2.168</armorPenetrationBlunt>
					<armorPenetrationSharp>0.97</armorPenetrationSharp>
					<linkedBodyPartsGroup>Point</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>27</power>
					<cooldownTime>1.38</cooldownTime>
					<chanceFactor>1.322</chanceFactor>
					<armorPenetrationBlunt>1.08</armorPenetrationBlunt>
					<armorPenetrationSharp>1.2</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedSword"]/statBases</xpath>
		<value>
			<Bulk>3.5</Bulk>
			<MeleeCounterParryBonus>0.44</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedSword"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.37</MeleeCritChance>
				<MeleeParryChance>0.44</MeleeParryChance>
				<MeleeDodgeChance>0.27</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
	<!-- ==========  Harvester  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaSerratedScythe"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>7</power>
					<cooldownTime>2.46</cooldownTime>
					<armorPenetrationBlunt>1.75</armorPenetrationBlunt>
					<chanceFactor>0.15</chanceFactor>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>18</power>
					<cooldownTime>2.63</cooldownTime>
					<chanceFactor>1.122</chanceFactor>
					<armorPenetrationBlunt>5.058</armorPenetrationBlunt>
					<armorPenetrationSharp>3.38</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaSerratedScythe"]/statBases</xpath>
		<value>
			<Bulk>8</Bulk>
			<MeleeCounterParryBonus>0.69</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaSerratedScythe"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.1</MeleeCritChance>
				<MeleeParryChance>0.63</MeleeParryChance>
				<MeleeDodgeChance>0.67</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
	<!-- ==========  Shatterer  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaWarPick"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>7</power>
					<cooldownTime>2.46</cooldownTime>
					<armorPenetrationBlunt>1.75</armorPenetrationBlunt>
					<chanceFactor>0.15</chanceFactor>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>head</label>
					<capacities>
						<li>Demolish</li>
					</capacities>
					<power>22</power>
					<cooldownTime>2.56</cooldownTime>
					<chanceFactor>0.3</chanceFactor>
					<armorPenetrationBlunt>16.76</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Head</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>20</power>
					<cooldownTime>2.83</cooldownTime>
					<chanceFactor>0.55</chanceFactor>
					<armorPenetrationBlunt>6</armorPenetrationBlunt>
					<armorPenetrationSharp>4</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaWarPick"]/statBases</xpath>
		<value>
			<Bulk>8</Bulk>
			<MeleeCounterParryBonus>0.69</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaWarPick"]/equippedStatOffsets</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeHitChance>-8</MeleeHitChance>
				<MeleeCritChance>0.1</MeleeCritChance>
				<MeleeParryChance>0.63</MeleeParryChance>
				<MeleeDodgeChance>0.67</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
	<!-- ========== Vermillion Tide  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedScythe"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>7</power>
					<cooldownTime>1.67</cooldownTime>
					<armorPenetrationBlunt>3.44</armorPenetrationBlunt>
					<chanceFactor>0.15</chanceFactor>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>edge</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>18</power>
					<cooldownTime>1.87</cooldownTime>
					<armorPenetrationBlunt>8.47</armorPenetrationBlunt>
					<armorPenetrationSharp>5.65</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedScythe"]/statBases</xpath>
		<value>
			<Bulk>8</Bulk>
			<MeleeCounterParryBonus>0.77</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaBlessedSerratedScythe"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.1</MeleeCritChance>
				<MeleeParryChance>0.69</MeleeParryChance>
				<MeleeDodgeChance>0.73</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
	<!-- ==========  Shredder  =========== -->
	<Operation Class="PatchOperationReplace">
		<xpath>Defs/ThingDef[defName="ReviaChainSword"]/tools</xpath>
		<value>
			<tools>
				<li Class="CombatExtended.ToolCE">
					<label>handle</label>
					<capacities>
						<li>Blunt</li>
					</capacities>
					<power>3</power>
					<cooldownTime>2.65</cooldownTime>
					<armorPenetrationBlunt>1.28</armorPenetrationBlunt>
					<linkedBodyPartsGroup>Handle</linkedBodyPartsGroup>
				</li>
				<li Class="CombatExtended.ToolCE">
					<label>teeth</label>
					<capacities>
						<li>Gash</li>
					</capacities>
					<power>36</power>
					<cooldownTime>1.96</cooldownTime>
					<chanceFactor>1.2</chanceFactor>
					<armorPenetrationBlunt>6.48</armorPenetrationBlunt>
					<armorPenetrationSharp>1.44</armorPenetrationSharp>
					<linkedBodyPartsGroup>Edge</linkedBodyPartsGroup>
				</li>
			</tools>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaChainSword"]/statBases</xpath>
		<value>
			<Bulk>8</Bulk>
			<MeleeCounterParryBonus>0.4</MeleeCounterParryBonus>
		</value>
	</Operation>

	<Operation Class="PatchOperationAdd">
		<xpath>Defs/ThingDef[defName="ReviaChainSword"]</xpath>
		<value>
			<equippedStatOffsets>
				<MeleeCritChance>0.08</MeleeCritChance>
				<MeleeParryChance>0.3</MeleeParryChance>
				<MeleeDodgeChance>0.4</MeleeDodgeChance>
			</equippedStatOffsets>
		</value>
	</Operation>
</Patch>